NEW: Component CustomLocalizeCallback with a UnityEvent to set functions that should be called whenever the Language changesNEW: Localize component now has the Callback as a UnityEvent which allows calling several functions and even passing parametersNEW: Customizable PlayerPrefs and FileAccess, allowing setting your own functions to handle settings and file IONEW: Term's list can now show and filter more than 31 categories (contributed by @71M THANKS!)NEW: LocalizationManager.CurrentCulture to allow formatting (e.g. string.Format(LocalizationManager.CurrentCulture, "{0:c}", 12))FIX: Tool CharSet will no longer add Plural tag characters (e.g. [i2p_Zero])FIX: Refactored BundlesManager to allow implementing a CustomBundlesManagerFIX: Translating a text with a plural parameter (e.g. {[#POINTS]} ) now generate all plural forms in the target languageFIX: Android devices were not auto-detecting some languages on startupFIX: Translations that starts with characters (') or (=) can now be correctly exported and imported into Google SpreadsheetsFIX: Localize Target was not detected in Unity 2018+FIX: Building XCode with Append failed unless set to Replace or manually deleting the Localization files

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2.8.5NEW: Once a day (can be configured), the editor will check if the Spreadsheet is up-to-date to avoid issues when playing in deviceNEW: Added Language code 'es-US' to support "Spanish (Latin Americas)"NEW: Added Toggle "Separate Specializations into Rows" to Spreadsheet export inspector, to either merge or split the specializationsNEW: Startup language will now try to match an official language before trying a fallback to any custom language name or variantFIX: Fallback languages now try finding a language of the same country, and then fallback to the first from the listFIX: Removed harmless logs marked as error related to File not found or accessibleFIX: Disable language Loading/Unloading on the Switch consoleFIX: Some character combinations where producing an error when using the CharSet tool and clicking "Copy to clipboard"FIX: When the starting language had Fallbacks, those where not loaded correctlyFIX: If the Localize or LanguageSource inspector was open, changing the languages was not updating the inspector previewFIX: Removed example script using OnMouseUp to avoid showing a warning when building the game (replaced with Unity UI)

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NEW: Menu "Tools/I2 Localization/Toggle Highlight Localized" changes all localized text into "LOC:<TermName>" to easily spot errorsNEW: "Bake Terms" tool now generate another class (ScriptTerms) in ScriptLocalization.cs that class have variables for the Term NamesNEW: Parameters can now be localized if the parameter value is the name of an existing TermNEW: Terms filtering in the LanguageSource list, now allow prefix 'f xxx' or 'c xx' to search in translations or categoryFIX: Downloaded Spreadsheets will also save their key to avoid corrupting the cache when running different versions of the same appFIX: Google Live Synchronization was not updating the temporal languages files used to save memory at runtimeFIX: GetCommonWordInLanguageNames now does a Case Insensitive comparison ("English (Canada)" can now match "english")FIX: Latest unity beta was failing to detect TextMeshPro when installed using the PackageManagerFIX: Removed warning regarding TizenFIX: Clicking the Language names in the Term's description was not previewing the translationsFIX: Changing Fonts/Objects and Localize Targets when selecting multiple Localize components was only updating one of themFIX: Charset tool was not removing the last ] from tagsFIX: ParameterManager activation was crashing IOS build in some Unity versions

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2.8.7NEW: WebService now has a password to restrict other players from modifying the localization dataNEW: Importing a CSV file from script will now update the temporal files while playingNEW: A warning is now displayed in top of the LanguageSource when Google Live Sync is enabled but the spreadsheet is not up-to-dateNEW: New option in the Languages tab to define if Runtime Unloading of Languages happens for the source, or if only in the deviceNEW: By default, the Runtime Unloading of language will not happen in the Editor (to allow for editing while playing)NEW: Missing terms are going to show hidden by default, given that they are only suggestions and are making the list to crowdedNEW: Added function LocalizationManager.GetTranslatedObject(termName) to return the translated Sprite/Material/Font/etc from a TermFIX: Translating and editing terms now keep the [i2nt]...[/i2nt] sections correctlyFIX: Translating texts with rich text tags was removing the tagsFIX: Modified temporal language file format to recover from errors and avoid shifting the term's translationsFIX: When source is set to show a warning when the term is not found, the Localized Parameters was showing the warningFIX: Corrected wrong layout in Terms list when in Retina displays (contributed by @TailoraSAS)FIX: Languages with fallback were filling their translations when doing a build

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2.8.8NEW: Added a flag to disable Localized Parameters
(
inter-illusion.com/forum/i2-localization...ing-design-flaw#3195
)NEW: Merged all checkboxes in the Localize component into an "Options" popup to make the Localize's inspector use less spaceNEW: Find all terms in the Scene/Scripts now also detects those in your code using [TermsPopup] and LocalizedStringFIX: Changing the Font or Material in a TextMeshPro now updates the linkedTextComponentFIX: Startup language now ignores the disabled Languages if the "Default Language" is set to "Device Language"FIX: Updated Playmaker example scene to show that it needs the Unity UI Addon.FIX: Prevented a null reference on the GetSourcePlayerPrefName function when using Google Live Synchronization in Scene's sourcesFIX: Google Live Synchronization was failing to load the downloaded data from the cache.

2.8.9NEW: I2Languages.prefab is now an ScriptableObject instead of a prefab to avoid the locking issues of Unity 2018.3FIX: Compatibility with Unity 2018.3FIX: Plural rules for some Slavic languages were using the wrong settings.

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